[unnamed] indie RPG in development

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Zireael:
Quote from: tonyakerman on February 06, 2012, 03:48:03 PM

Quote

Spell resistance was removed completely.

Should agree to revive them back right?

I don't understand the question. Spell resistance as a numerical value is gone. Creatures which are spell-resistant will simply have bonuses to saving throws regarding spells.

bosky:
Locational damage and tracking action points is "simpler" but somehow critical hits and random damage dice are "too complex"? Honestly sounds like you're removing some of the funnest, core elements.

Zireael:
Quote from: bosky on February 16, 2012, 01:12:56 PM

Locational damage and tracking action points is "simpler" but somehow critical hits and random damage dice are "too complex"? Honestly sounds like you're removing some of the funnest, core elements.


Location damage was made optional.

Action points are simpler than standard/move/free/swift/etc. system of D&D. Especially for newbies. Note that I only translated the actions to APs, I didn't reinvent them.

Zireael:
1) HP renamed to Stamina Points. 1/2 and other fractions changed to be the full number of advantages.
2) Compulsory training introduced.
3) Trying to decide which dice are the best.

Zireael:
Money system added.

Any ideas what I could add/improve? I repeat, Google Translate allows you to read the system as it is now.

I'm thinking of tweaking the way attributes work.
1) maybe one attribute governs defense and the other attack - a bit like in Legend
2) maybe give a choice of the attribute from two (Str vs. Con; Int vs. Wis; Dex vs. Cha) - a bit like 4e

I want every attribute to be useful in a way.

I'll have to work on describing each of the class in flavor terms.

-------------------------
Today, I added starvation/thirst and suffocation rules.
I'm thinking of adding the aristocrat class at last and the templates (half-fiend, half-fey, vampire, etc. etc.).

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